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SOOZ'S PROFILE

Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Hi I do art mostly but also do games.

Please read my comic, Patchwork and Lace. It's about a Lovecraftian Disney Princess dark mage and her superpowered undead partner hunting monsters and being bad at communication.
Yume Wheeky
What do guinea pigs dream about? Probably not this, but just roll with it.

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The Screenshot Topic Returns

Unless the brighter brown trees are supposed to stand out, I might recommend using a graphic editor to lower their saturation a touch and make them closer to the rest of the trees. Looks fine otherwise.

The Screenshot Topic Returns

author=NOACCEPTANCE772



Oh, man, that window texture is dreadful. It'd be a ton more legible if you made the red unpatterned.

(Also bright green on bright red is not the best plan ever, visually.)

Moving light sources not on PC? [XP preferred]

Ooh, awesome! Thanks!

The Screenshot Topic Returns

Ohhhhh! I see now! I thought something seemed "off" about it, that explains it all. Thanks so much!

ETA: Wow sorry didn't see that other reply at first!
author=arcan
@Sooz: You have shadows that indicate conflicting light sources(ex. the stairs and the bench). In real life there is almost always more than one light source but for 2D games you generally want to stick with one to make things simple. I recommend sticking with a top-down light source and extending the shadow on the stairs a lot more.

...I think I only did that in the body world. Which is weird, because I usually don't make that mistake anymore. Thanks for catching that!

The Screenshot Topic Returns

author=LockeZ
Sooz, I'm also not a fan of the way you're doing the wall on the left side. It's a weird perspective. But if these are just test maps to try out the tilesets, then obviously that doesn't matter.


What is weird about it? This is my first time working with this style of layout, so I definitely want to hear any way I can improve the visuals. Is it the fact that there isn't a visible corner connecting the side wall to the rear? Or is it more that it seems too tall? (Or both?)

Moving light sources not on PC? [XP preferred]

In most cases I've seen, the light sources in a dark room are either static (lamps, torches, etc.) OR centered on the player character.

Is there a way to make light sources centered on a moving NPC instead? Multiple NPCs?

I'm hoping to hear of a way to do this in XP, though I'd like to hear if any other programs have the solution.

The Screenshot Topic Returns

author=LockeZ
Is the thing in the middle of the stairs on that last one supposed to look like a giant tongue? If not you may want to create stair-steps in the tongue-shaped carpet (and then also make sure there aren't those little shadows on the part of the stairs touching the left side of the carpet, because they imply the carpet is raised up above the steps).


That is a giant tongue, yes. (It's the body-themed world.)

Itaju, that is a cool effect!

The Screenshot Topic Returns

Haha I don't think I'll be making anything at that level of nice artistry or creepitude, but it's a level of storytelling and atmosphere I really aspire to.

The Screenshot Topic Returns

Yeah, that was a nerdy reference. :D The Silent Hill series is one of my major influences. Great catch!

The Screenshot Topic Returns

Yeah, I'm working on grittifying the first one up; it's supposed to be the "real world" and contrast against the weirdness of the other ones.

The main problem is that I started these, THEN I went and actually studied tutorials on pixel art, because putting the cart before the horse is always a great idea! :V

Along with adding textures, my plan of attack on the real world one is to put in some miscellaneous trash objects (papers, candy wrappers, etc.) just to make it look more used. Not sure yet whether I'll do something similar with the otherworldly ones, as part of the theme there is isolation and loneliness; there are things living there, but it's supposed to be rather alien.